Computer games : learning objectives, cognitive performance and effects on development /
Clasificación: | Libro Electrónico |
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Otros Autores: | , |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
New York :
Nova Science Publisher's,
©2010.
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Colección: | Computer science, technology and applications.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT
- COMPUTER GAMES: LEARNING OBJECTIVES, COGNITIVE PERFORMANCE AND EFFECTS ON DEVELOPMENT
- CONTENTS
- PREFACE
- EDUTAIN@GRID: A RESOURCE MANAGEMENTPLATFORM FOR MASSIVELY MULTIPLAYERONLINE GAMES
- Abstract
- 1. Introduction
- 2. Model
- 2.1. Game Application Model
- 2.2. Game Load Complexity Model
- 2.3. Game Hosting Model
- 2.4. Complete Game Ecosystem Model
- 3. Architecture
- 4. Monitoring
- 4.1. Real-Time Metrics
- 4.2. Monitored Entities
- 4.2.1. Host Entity4.2.2. Game Process Entity
- 4.2.3. Game Local Session Entity
- 4.3. Monitoring Method
- 5. Load Prediction
- 5.1. Predictor Families
- 5.2. Prediction Method
- 5.3. Neural Network-Based Prediction
- 5.3.1. Preprocessor
- 5.3.2. Signal Expander
- 5.3.3. Neural Network
- 5.3.4. Postprocessor
- 5.3.5. Utilisation
- 5.3.6. Complexity Analysis
- 5.4. Implementation
- 5.5. Distributed FPS Game Simulator
- 5.6. Neural Network Tuning
- 5.6.1. Network Type
- 5.6.2. Network Structure
- 5.6.3. Transfer Function
- 5.6.4. Signal Expanding5.7. Prediction Results
- 6. Capacity Management
- 6.1. Processor Load Model
- 6.2. Memory Load Model
- 6.3. Network Load Model
- 6.4. General Load Model
- 7. Resource Allocation
- 8. Conclusions
- References
- A STRATEGY FOR ANALYZING DIGITALEPISTEMIC GAMES
- Abstract
- Introduction
- Game Categorization
- Epistemic Patterns
- Pattern List
- Arranging
- Assigning
- Collecting
- Comparing
- Composing
- Filtering
- Linking
- Probing
- Searching
- Selecting
- Analysis of Games Using These PatternsAdventures of Lolo
- Bejeweled
- Blocksum
- Bookworm
- Civilization IV
- The Incredible Machine
- Legend of Zelda: Ocarina of Time
- Myst
- Pacman
- Step-By-Step
- Tetris
- Conclusion
- References
- PATTERNS OF DIGITAL GAME PLAYING IN EARLY ADOLESCENCE: RELATIONS TO DEPRESSED MOOD
- Abstract
- Introduction
- Digital Game Playing and Emotion Regulation
- Patterns of Playing Digital Games and Depressed Mood
- The Current Study
- Methods
- Participants
- Study Procedure
- Measures
- ResultsDescriptive Results
- Digital Game Playing Patterns
- Digital Game Playing Patterns and Depressed Mood
- Conclusion
- Acknowledgements
- References
- VIDEO GAMES FOR HEALTH:DESIGN STRATEGIESFOR MAXIMIZING LEARNING
- Abstract
- Introduction
- Scope of this Chapter
- Video Games for Learning
- Video Games for Health
- Concrete Versus Conceptual Games
- Learning Theory and Health Game Design
- The Example of Re-Mission
- Symbolic Self Modeling in Re-Mission
- Other Learning Principles in Re-Mission
- Conclusion
- References